This is a fully procedural dismemberment system. This means that you are not required to bake any mesh!
Every limb is a mesh generated at runtime by the system. It can adapt to any Skeletal Mesh with any bone structure. It can work on humanoid, beast or any creature you might have. This is very easy to use and can be set up in a couple of clicks.
Thanks for your questions and sorry for the delayed answer.
Concerning the wound details, there is not much, the skeletal mesh is just stitched at the cut off. There is no additionnal geometry added (like torn etc). But I think a video is worth more than any explanations so I have made a short clip where I show the close up of some dismembered limbs :
Main reason for this is performance, modifying geometry at runtime is still very expensive and you would hit performance loss very quickly when dismembering several meshes at the same time.
Concerning the limbs further dismemberment, yes this is possible. In fact there is a dedicated checkbox in the component configuration to enable/disable the possibility to continue dismembering limbs or not. Based on this checkbox when you call the “limb hit” event of a bp_limb, it applies and impulse or it dismember it further.
I hope this answers your questions. If you have any other questions feel free to ask, i’ll do my best to answer in a timely manner
Unfortunately, the stitching looks like it’s just pulling the nearby vertices together. The effect might not be very good if the player looks closely. I would probably prefer it to maintain its original shape, but anyway, thank you for your response, and I will continue keep an eye on it.